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research dossier

THE JOAN GANZ COONEY CENTER FOR EDUCATIONAL MEDIA AND RESEARCH INC

NEW YORK, NY · EIN 208783702 · Form 990 · FY2024 · NTEE B90 · Education · Medium ($1M-$10M) · joanganzcooneycenter.org
revenue
$2.8M
expenses
$2.9M
net assets
$27.8M
employees
0
program ratio
75%
mission · from form 990

OUR MISSION IS TO ADVANCE CHILDREN'S LEARNING THROUGH DIGITAL MEDIA.

profile · synthesized from sources

The Joan Ganz Cooney Center is a nonprofit research and innovation lab within Sesame Workshop that advances children's learning and well-being through digital media. It conducts research on emerging technologies, collaborates with educators and technologists, and co-designs digital experiences with children. The center also produces practical tools and publications for developers, educators, and policymakers.

named programs · 4 · from sources

What they call their work

Co-Design with Kids
Program engaging children as partners in designing educational technology, resulting in a public toolkit for the field
Digital Habits for a Healthy Future
Initiative focused on shaping healthy digital media use among children and families
Sandbox for Literacy Innovations
Initiative supporting AI reading coaches, audio games, and other literacy technologies co-designed with children
Well-Being by Design Fellowship
Fellowship program guiding innovators to create digital media that supports youth well-being, with case studies and toolkits produced from outcomes
activities · 5 groups

What they do

  • Storytelling and Literacy Resource Development 1 activity
    • Advances children's learning through digital media programming
      Creates and supports the distribution of educational media content for children, including the global adaptation of Sesame Street in over 140 countries and engagement of youth design teams in the co-creation of educational technologies.
  • AI Governance and Ethical Research 1 activity
    • Advocates for children's well-being in the digital world
      Engages directly with policymakers and investors to shape national conversations and decisions about children's digital well-being, leveraging research findings to influence policy and investment strategies.
  • Arts Education Professional Development 1 activity
    • Builds capacity in children's media design through toolkits and fellowships
      Develops and disseminates practical resources such as the Co-Design with Kids Toolkit and guides for immersive media design to support developers, educators, and public media stations. Leads capacity-building initiatives including national fellowships and cross-sector collaborations to advance innovation in children's digital experiences.
  • Youth and Community Research Initiatives 1 activity
    • Conducts research on children's digital media and learning
      Produces foundational and applied research on the role of digital media in children's learning and well-being, including studies on family technology use, immersive media (VR/AR), and co-design methodologies. Publishes reports, frameworks, and toolkits such as "The Family Tech Cycle," "Playtest with Kids," and "Immerse, Play, Thrive" to inform product design and policy.
  • Literacy Program Funding 1 activity
    • Funds innovation in children's literacy and digital well-being
      Supports the development of new learning technologies through grantmaking initiatives such as the Sandbox program, which funds innovations like AI reading coaches and audio games, and the Well-Being by Design Fellows program that finances projects promoting child well-being through design.
financials · form 990 · fy2024
revenue
Total revenue$2.84M
Contributions & grants$1.54M54%
Program service revenue$975K34%
Investment income$329K12%
Other revenue$0
expenses
Total expenses$2.89M
Program expenses75%
Admin / overhead18%
Fundraising6%
Salaries & benefits$1.22M
Grants paid out$0
Largest expense lineCompensation
balance sheet
Total assets$34.46M
Cash$2.69M
Investments$31.74M
Liabilities$6.70M
Net assets$27.76M
Liquid reserves143.2 mo
6 years on record · 2019–2024 · YoY revenue +258.6%
leadership · form 990 part vii · fy2024

Who runs it

paid leadership · 7
NameTitleHours/wkCompensation
SHERRIE ROLLINS WESTIN CEO/PRESIDENT OF SESAME WORKSHOP 1 $1.14M
STEPHEN YOUNGWOOD FORMER DIRECTOR 0 $761K
VALERIE MITCHELL-JOHNSTON SECRETARY 1 $550K
BRETT ROBINSON TREASURER/CFO OF SESAME WORKSHOP 1 $529K
MICHAEL PRESTON EXECUTIVE DIRECTOR JGC CENTER 50 $457K
MEDHA TARE SR. DIRECTOR, RESEARCH 50 $214K
JANET WOLF OFFICE MANAGER 50 $139K
board members · 5
  • DAVID BYER — DIRECTOR
  • ELLEN WARTELLA — DIRECTOR
  • ESTEBAN SOSNIK — DIRECTOR
  • HINA TALIB — DIRECTOR
  • JOAN GANZ COONEY — DIRECTOR
relationships · 71

Who they work with

  • American Association of School Librarians Partner — Collaborates on initiatives related to children's literacy and educational media.
  • American Library Association Partner — Collaborates on initiatives related to children's literacy and access to educational resources.
  • Apple Professional Development Partner — Corporate sponsor supporting the Cooney Center's work in children's learning through digital media
  • Asia Society Center for Global Education Partner — Partners on global education and children's learning initiatives.
  • Bill & Melinda Gates Foundation Funder — Philanthropic sponsor supporting the Cooney Center's initiatives in children's education and digital media
  • Boise State University Partner — Collaborated with a researcher from Boise State University in the development of the Co-Design with Kids Toolkit.
  • Boys and Girls Clubs of America Partner — Collaborates on programs supporting children's learning and development.
  • Campaign for Grade-Level Reading Partner — Works together to improve literacy outcomes for children.
  • Carnegie Corporation of New York Funder — Philanthropic sponsor supporting the Cooney Center's work in children's learning through digital media
  • Carnegie Corporation of New York Funder — Provided funding for the initial three-month study that led to the foundational report on television in preschool education.
  • Carnegie Corporation of New York Funder — Provided initial support for the 1966 study that led to the creation of Sesame Street.
  • Carnegie Foundation for the Advancement of Teaching Partner — Supporting organization committed to advancing teaching and learning, partnered with the Cooney Center
  • Children’s Technology Review Partner — Partners on evaluation and advancement of children's digital media products.
  • Corporation for Public Broadcasting Funder — Helped finance the creation of Sesame Street by contributing to the initial $8 million funding.
  • Corporation for Public Broadcasting Partner — Collaborates on educational media initiatives for children.
  • Corporation for Public Broadcasting Partner — Supports public media and partners with the Cooney Center on initiatives related to children's digital learning
  • Creative Media & Research Partner — Engages in joint research and media development for children's learning.
  • Education First Partner — Collaborated with researchers and designers from Education First to develop best practices for child-focused product research.
  • Entertainment Software Association Partner — Industry association supporting the Cooney Center's work in children's learning through digital media
  • Entertainment Software Association Foundation Partner — Philanthropic arm of the Entertainment Software Association, supporting the Cooney Center's initiatives
  • Explore Learning | Learning A to Z Partner — Partners on educational technology and literacy resources for children.
  • Facebook Partner — Collaborated with researchers and designers from Facebook to develop best practices for child-focused product research.
  • Ford Foundation Funder — Helped finance the creation of Sesame Street by contributing to the initial $8 million funding.
  • Foundation for Child Development Funder — Philanthropic sponsor supporting the Cooney Center's research and programs in child development and learning
  • GIANT Partner — Collaborated on the development or dissemination of resources related to immersive media for youth well-being.
  • Google Partner — Collaborated with researchers and designers from Google to develop best practices for child-focused product research.
  • Heising-Simons Foundation Funder — Supports the Cooney Center's work in early learning and digital media for children
  • Houghton Mifflin Harcourt Partner — Educational publisher collaborating with the Cooney Center on children's learning initiatives
  • Human-Computer Interaction Lab University of Maryland Partner — Collaborates on research and design of child-centered digital technologies.
  • Interdisciplinary Council on Development and Learning (ICDL) Partner — Works together on child development and learning research.
+ 41 more
strategies · 3

How they approach the work

Named approaches extracted from this org’s sources. Where others share an approach, follow it to see the full set of orgs running it.

  • Co-Design with Children as a Developmental Empowerment Strategy
    methodology: co_design_with_kids
    By involving children as active collaborators in the design of educational media and technology, we produce more effective, engaging, and developmentally appropriate tools because youth perspectives ensure relevance, agency, and alignment with real developmental needs.
  • Developmentally Intentional Design for Technology and Media
    methodology: developmentally_intentional_design
    By aligning the design of digital media, AI tools, and VR experiences with children’s evolving cognitive, emotional, and social needs, we produce deeper learning and well-being outcomes because technology that grows with the child supports responsible independence and sustained engagement.
  • Evidence-Based Innovation Through Cross-Sector Collaboration
    methodology: evidence_based_innovation
    By conducting rigorous research on emerging technologies and translating findings through partnerships with technologists, media producers, and educators, we produce scalable educational innovations because multidisciplinary collaboration bridges the gap between research and real-world application.